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Posts
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In my opinion, yes, you've definitely given up too much offense for defense bonuses. Pretty much all of your attacks are underslotted in some way; you should be trying for a least 35% acc, end red, and recharge in each attack, and 95% damage. You do NOT want to slot Crowd Control using Taunt sets, it's one of your best attacks. All of your secondary attacks should be at least 5 slotted unless you can use fewer because of frankenslotting. Don't bother slotting Boxing unless you've got slots left over and want to use it as a set mule.
Other issues:
The resistance slotting in Healing Flames only enhances Toxic resistance. At the very most I'd add a level 50 resistance common; the three Imperv Armor slots in it currently could find a much better use.
The Imperv Armor slots in Plasma Shield are not needed and slotting for Psi defense/resistance should not be a priority. Trying to get S/L/E/NE defense to reasonable levels on a Fire tank is hard enough without going for Psi def too. Yank those slots and use them elsewhere.
The Shield Wall sets will be ridiculously expensive and not worth it, IMO, especially the 3% resistance IO. If you want to throw away piles of influence, the GA +def would be a better choice, though I certainly wouldn't recommend that either. I'd go with LotG sets if you've got the influence, or GotA if you prefer those bonuses.
By the way, I love Eradication for typed defense builds, and recommend them all the time. But please note that you have to add at least one slot from another set, preferably two, so you have sufficient end reduction.
Rise of the Phoenix is way, way overslotted. Personally, I'd drop it and pick up Taunt, but if you want to keep it leave it at the base slot. Another option is to drop Pulverize; it's a good attack, but the most skippable of the Mace attacks, IMO.
Fiery Embrace needs another Recharge slot and should be taken earlier--it gives a very nice damage boost now so you want it available ASAP.
Instead of single-slotting BU with the Gaussian's proc, I'd recommend two Rectified Reticle and a recharge common. The RRs have a very nice 2-slot S/L defense bonus. You also drop the purple set from Clobber and use another KC, or put a KC set in Bash.
Hope that helps. -
Quote:I agree with this, and should have mentioned that I meant my build as a general template, and the OP might want to make different choices, especially for pool powers. The biggest drawback of my power pool choices is that they don't allow for Combat Jumping, which would definitely be useful and lower the cost of soft-capping. I also have City Traveler, which gives me some additional flexibility that the OP might not have.One thing to bear in mind with Shield/Elec(as I've had considerable problems, with my own), is that you're definitely lacking in the single target DPS department. With the second build, while still a good build, you don't have Havoc Punch. Might not seem like a big deal, but your best STDPS is coming by way of Charged Brawl and Chain Induction. If you opt out of hasten, you might as well forget about including Chain Induction in your single target chain. The ST damage factor only really comes into play against AVs/GMs, though, but I find myself often desiring to fight such enemies.
Conceptually, you also might not have room for Aid Other/Self, especially if you like to fly. If you do like flying, and you still don't have Havoc Punch, consider taking Air Superiority rather than Hover. It has the exact same damage as Punch from SS, with the same recharge. Does slightly less damage than Havoc Punch from Elec. Melee, but recharges faster. Just some things to think about. -
First of all, I think you mean Shield/Electric.
Secondly, both "cheap" and "optimal" are both subjective terms, especially when it comes to something as personal as a build.
But that being said, here's the build for my Shield/Electric, which I just kitted out for around 150 million, minus the LotG +Recharge and the two regen/recovery uniques. I wouldn't say it's optimal, since for that you'd probably want more recharge and Membranes for Active Defense, but that wouldn't be cheap by any definition.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Faraday Shield: Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Flight
Power Pool: Medicine
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Deflection -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(3), GftotA-Def/EndRdx/Rchg:40(3), GftotA-Def:40(5), ResDam-I:50(5), ResDam-I:50(19)
Level 1: Charged Brawl -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(9), Mako-Dmg/Rchg:50(13), Mako-Acc/EndRdx/Rchg:50(13), Mako-Acc/Dmg/EndRdx/Rchg:50(33), Mako-Dam%:50(34)
Level 2: Battle Agility -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(7), GftotA-Def/EndRdx/Rchg:40(7), GftotA-Def:40(9)
Level 4: Jacobs Ladder -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx/Rchg:50(21), M'Strk-Acc/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(33), M'Strk-Dmg/EndRdx:50(43), M'Strk-Dmg/Rchg:50(43)
Level 6: True Grit -- ResDam-I:50(A), ResDam-I:50(15), Mrcl-Heal/EndRdx:36(15), Mrcl-Heal:40(17), Mrcl-Heal/Rchg:40(17)
Level 8: Havoc Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(11), C'ngImp-Acc/Dmg/EndRdx:50(19), C'ngImp-Dmg/Rchg:50(46), C'ngImp-Acc/Dmg/Rchg:50(50)
Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(11)
Level 12: Against All Odds -- EndRdx-I:50(A)
Level 14: Fly -- Flight-I:50(A)
Level 16: Phalanx Fighting -- Ksmt-ToHit+:30(A), LkGmblr-Rchg+:50(31)
Level 18: Thunder Strike -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(40), M'Strk-Dmg/Rchg:50(43), M'Strk-Acc/EndRdx:50(46), M'Strk-Acc/Dmg/EndRdx:50(48), M'Strk-Dmg/EndRdx/Rchg:50(48)
Level 20: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(25), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-Rchg/EndRdx:50(36), GSFC-ToHit/EndRdx:50(36), GSFC-Build%:50(37)
Level 22: Aid Other -- Heal-I:50(A)
Level 24: Aid Self -- IntRdx-I:50(A), IntRdx-I:50(34), Mrcl-EndRdx/Rchg:40(42), Mrcl-Heal/Rchg:40(46), Mrcl-Heal/EndRdx/Rchg:40(50)
Level 26: Shield Charge -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(27), Erad-Dmg/Rchg:30(27), Erad-Acc/Dmg/Rchg:30(29), M'Strk-Dmg/EndRdx:50(29), M'Strk-Dmg/EndRdx/Rchg:50(31)
Level 28: Chain Induction -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(31), C'ngImp-Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/EndRdx:50(40)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34)
Level 32: Boxing -- Acc-I:50(A)
Level 35: Taunt -- Range-I:50(A)
Level 38: Lightning Rod -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(39), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(48)
Level 41: Tough -- ImpArm-ResDam/EndRdx:37(A), ImpArm-ResDam/EndRdx/Rchg:40(42), ImpArm-ResDam:35(42), S'fstPrt-ResDam/Def+:20(50)
Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(45), GftotA-Def/EndRdx/Rchg:40(45), GftotA-Def:40(45)
Level 47: Grant Cover -- EndRdx-I:50(A)
Level 49: One with the Shield -- ResDam-I:50(A)
Level 0: The Atlas Medallion
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Heal:40(A), Numna-Regen/Rcvry+:50(21), Mrcl-Rcvry+:40(23)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(23), P'Shift-End%:50(25)
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 7.063% Defense(Smashing)
- 7.063% Defense(Lethal)
- 7.063% Defense(Fire)
- 7.063% Defense(Cold)
- 9.25% Defense(Energy)
- 9.25% Defense(Negative)
- 4.875% Defense(Psionic)
- 11.13% Defense(Melee)
- 10.81% Defense(Ranged)
- 11.13% Defense(AoE)
- 7.2% Max End
- 14% Enhancement(Accuracy)
- 17.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 217.86 HP (11.63%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 3.3%
- MezResist(Immobilize) 7.7%
- MezResist(Sleep) 6.6%
- MezResist(Stun) 4.95%
- 16% (0.267 End/sec) Recovery
- 12% (0.939 HP/sec) Regeneration
- 10.34% Resistance(Fire)
- 2.835% Resistance(Cold)
- 10% RunSpeed
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Quote:Are you certain you're not getting the bonuses for 5 of them? Because that's the limit for any one particular type of bonus--and in this case I believe the LotG recharge bonus is considered a unique bonus of its own.My current pet project is my 50 DB/Nin stalker. I've recently noticed something. I've packed 6 of her peripheral defensive powers with LOTG 7.5 Global recharge bonus IOs, but I seem to only be getting credit for 4 of them on my power table. Anybody else have this problem?
Thanks, GR
Here's more info on the limitation, FYI:
http://paragonwiki.com/wiki/Rule_of_5#The_Law_of_Fives -
Quote:Well, the base is 5% for tanks, exactly the same as Weave, which to my mind is not particularly small for a passive defense boost. And unlike Shield's Phalanx Fighting the defense-to-self is fully enhanceable.Tough Hide probably only needs 2 because the base value is pretty small so that 3rd slot isn't giving you much of a return (0.5% Defence with Lv50 common IOs) and could probably be more effectively used elsewhere.
But since unlike Weave it does not need end reduction, I agree that a third level 50 common IO gives marginal return. I generally go with 3-4 slots of a set like LotG or GotA for the enhancement and set bonuses, and it's also a good place to put a Kismet +Acc. -
Manti was great fun last night--my Ice/Axe almost made it to 37! If I'd known we'd steamroll like we did, I would have upped the difficulty!
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Quote:A few things you seem to have forgotten--or have ignored:has anyone hear noticed that the only arguement is how cheap a player is v.s. how great a tank is?
its funny how influence has some much influence when it comes to whats the "best". Im still not sure though if its laziness or cheapness that keeps this as the only real arguement.i mean really with all these different kinds of ways to get loot in this game and we still have to place limitations on things to win so we cheapen it up to have your opinions matter more.
really ? cause its real sad when im the voice of reason around here while the rest of you keep talking to prove a point based on pure unwillingness to work any harder then absoloutely nesscessary
1. Many players have limited time to spend playing CoH and earning influence and other rewards.
2. Many players would prefer to spend their limited time playing the game rather than playing the market, farming, or whatever else is necessary to accrue large amounts of influence.
3. Players with limited budgets--and there are a hell of a lot more of them than players who can spend multi-billions of influence on builds--have just as much reason to ask "what's the best/most surivable/most damaging tank for X influence" as players who have unlimited budgets.
and finally--and most importantly, IMO,
4. The game has been specifically designed so players who don't have top-end builds can play and be successful. Calling players who have different priorities than you 'lazy' or 'cheap' is just plain ignorant, IMO.
And as an addendum, that sort of argument plays into the hands of players who feel that rewards should be made more easily available with little or no work. If anything, you should applaud those who are to play with a less-than-uber build because it fits their playstyle. -
It's worth noting though, that Trapdoor was significantly easier in Beta. I was able to beat him straight up with my main tank, no tricks, no temps, etc. On live, no such luck.
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I had just the opposite experience re Trapdoor compared to the Honoree/Captain Holtz mission. With my tanks (I have 3 50s) it was a real struggle to keep up with Trapdoor's regen from the bifurcations and I couldn't get the lava trick to work reliably. (None were fire tanks, unfortunately.)
I found the Honoree/Holtz mission to be annoying, but not hard. First time through my Invul tank just plowed in and defeated all the Rikti around the portals plus the two EBs. Took a while, but it worked.
If you don't want to work your way through the tons of no-reward Rikti around the portals, I found that pulling the two EBs separately and sniping the portals in the back with ranged attacks works wells.
The real PITA with this mission is getting hit by the blankety-blank Curse of Weakness. Once I figured out what was going on I learned to retreat until it wore off; not much point trying to fight an EB with not enough end for armors or attacks. Most of my 50s got hit with once during the mish, my Invul/EM got it THREE TIMES. Grrr. -
I took everything except Lightning Clap on my Shield/Elec--or more accurately, will take, she doesn't have Lightning Rod yet. I very strongly dislike KB powers, so that choice was a no-brainer for me. I agree that Havoc Punch is skippable, but I had room, so what the heck.
Jacob's Ladder and Chain Induction are both very good attacks and I wouldn't recommend skipping them. The only caveat with CI is to try not to use it as a finishing attack since it won't jump past the first mob if that mob if defeated. -
Quote:You're right, it's extremely easy to soft-cap Ice to S/L/E/NE. Fully slotting the Ice armors, plus CJ and Weave get you to 39% defense *without* EA. With the Steadfast +def and EA slotted for defense, an Ice tank would be soft-capped with one in range of EA.Not to keep picking, but where do you get the impression that Dark is closer to the soft cap than Ice? I'm not an Ice expert, but sn't Ice relatively easy to soft-cap?
Ice has its own weaknesses, notably no native resistance to S/L/E/NE, but difficulty/expense of soft-capping it is definitely *not* one of them. -
I do something similar. My Ice/Axe tank's costume is mostly Valkryrie pieces in medium blue and silver, but I found with some experimentation that using darker tones in the armors makes them less visible. I use the row with the deepest blue tones; any of the three darkest colors work best. You can see the blocky outline of the armors, but her costume is still quite visible underneath.
You'd think (at least I did) that using lighter colors would make them less visible, but that's definitely not the case--go dark! -
It still makes me cringe to see all those overslotted toggles.
In some ways, putting all those slots in GC is worse than CJ, since you get absolutely no benefit from them yourself. I think you could find a much better use for them. Here's the sort of thing I would do--well, actually I would pull the extra slots from BA, Tough and Weave in a heartbeat--but barring that, here's what I recommend:
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Canadian Champion: Level 50 Science Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(5), LkGmblr-Def/EndRdx:50(7), TtmC'tng-ResDam:50(9), TtmC'tng-ResDam/EndRdx:50(9), TtmC'tng-ResDam/Rchg:50(23)
Level 1: Jab -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(11), C'ngImp-Acc/Dmg:50(17), C'ngImp-Dmg/EndRdx:50(19), C'ngImp-Dmg/Rchg:50(19), C'ngImp-Acc/Dmg/Rchg:50(21)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx/Rchg:50(A), LkGmblr-EndRdx/Rchg:50(3), LkGmblr-Def/EndRdx:50(11), LkGmblr-Def/Rchg:50(13), LkGmblr-Def:50(15), LkGmblr-Rchg+:50(15)
Level 4: Punch -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(21), C'ngImp-Acc/Dmg:50(27), C'ngImp-Dmg/EndRdx:50(27), C'ngImp-Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/Rchg:50(29)
Level 6: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(7)
Level 8: Haymaker -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(31), C'ngImp-Acc/Dmg:50(31), C'ngImp-Dmg/EndRdx:50(31), C'ngImp-Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/Rchg:50(33)
Level 10: Against All Odds -- EndRdx-I:50(A)
Level 12: True Grit -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(17), Numna-Heal/Rchg:50(23), ImpArm-ResDam/Rchg:40(33), ImpArm-ResDam:40(34), ImpArm-ResDam/EndRdx:40(34)
Level 14: Phalanx Fighting -- Ksmt-ToHit+:30(A)
Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34)
Level 18: Super Speed -- Winter-ResSlow:50(A)
Level 20: Knockout Blow -- Hectmb-Acc/Dmg/Rchg:50(A), Hectmb-Acc/Rchg:50(25), Hectmb-Dmg/Rchg:50(25), Hectmb-Dmg/EndRdx:50(37), Hectmb-Dmg:50(37)
Level 22: Grant Cover -- LkGmblr-Rchg+:50(A)
Level 24: Boxing -- Empty(A)
Level 26: Shield Charge -- Armgdn-Dmg/EndRdx:50(A), Armgdn-Dmg:50(43), Armgdn-Dmg/Rchg:50(43), Armgdn-Acc/Dmg/Rchg:50(45), Armgdn-Acc/Rchg:50(45)
Level 28: Rage -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(40), GSFC-Rchg/EndRdx:50(42), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-ToHit/Rchg:50(42), GSFC-ToHit:50(43)
Level 30: Taunt -- Mocking-Taunt/Rchg/Rng:50(A)
Level 32: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39)
Level 35: Tough -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(36), ImpArm-ResDam/Rchg:40(36), ImpArm-ResDam/EndRdx/Rchg:40(37), ImpArm-ResPsi:40(39), ImpArm-EndRdx/Rchg:40(40)
Level 38: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Dmg/Rchg:50(39), Oblit-%Dam:50(40), Oblit-Dmg:50(46), Oblit-Acc/Rchg:50(46), Oblit-Dmg/Rchg:50(46)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/Rchg:50(45), LkGmblr-Rchg+:50(48), LkGmblr-Def/EndRdx:50(48), LkGmblr-EndRdx/Rchg:50(48), LkGmblr-Def/EndRdx/Rchg:50(50)
Level 47: One with the Shield -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(50)
Level 49: Physical Perfection -- P'Shift-End%:50(A), P'Shift-EndMod:50(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(5), RgnTis-Regen+:30(13)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(3), P'Shift-EndMod/Acc:50(36)
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 6.125% Defense(Smashing)
- 6.125% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 6.75% Defense(Psionic)
- 9.25% Defense(Melee)
- 5.5% Defense(Ranged)
- 5.5% Defense(AoE)
- 2.25% Max End
- 78% Enhancement(Accuracy)
- 77.5% Enhancement(RechargeTime)
- 15% FlySpeed
- 238.94 HP (12.75%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Held) 8.25%
- MezResist(Immobilize) 6.6%
- MezResist(Sleep) 2.2%
- MezResist(Stun) 2.2%
- 15.5% (0.259 End/sec) Recovery
- 52% (4.068 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 19.88% Resistance(Psionic)
- 15% RunSpeed
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Here's my take on it, I reslotted several powers so they're more fully slotted (Tough, for instance) and you can reach the soft-cap. The key was slotting Siphon Life as an attack rather than purely as a Heal; it is a high damage attack and should be treated as such. With the GA +def you can actually skip the bonuses in Salt Crystals and still be soft-capped.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Drew's tanker: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(11), S'fstPrt-ResKB:30(23)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(15)
Level 2: Murky Cloud -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(13)
Level 4: Shadow Maul -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(5), Erad-Acc/Dmg/EndRdx/Rchg:30(9), Sciroc-Dmg/EndRdx:50(15), Sciroc-Acc/Dmg/EndRdx:50(19)
Level 6: Obsidian Shield -- GA-3defTpProc:50(A), S'fstPrt-ResKB:30(19), S'fstPrt-ResDam/Def+:30(50)
Level 8: Combat Jumping -- Krma-ResKB:30(A), LkGmblr-Rchg+:50(46)
Level 10: Taunt -- Mocking-Taunt/Rchg/Rng:50(A), Mocking-Acc/Rchg:50(11), Mocking-Taunt/Rchg:50(40), Mocking-Taunt:50(40)
Level 12: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(13), Erad-Dmg/Rchg:30(33), Sciroc-Dmg/EndRdx:50(42), Sciroc-Acc/Dmg/EndRdx:50(43)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Dark Regeneration -- Mrcl-EndRdx/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(17), Dct'dW-EndRdx/Rchg:50(17), Nictus-Acc/EndRdx/Heal/HP/Regen:50(34), Nictus-Acc/EndRdx/Rchg:50(34), Theft-+End%:30(36)
Level 18: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(25), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(40)
Level 20: Siphon Life -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(25), Mako-Acc/Dmg/EndRdx/Rchg:50(36), Heal-I:50(37)
Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(46), RctvArm-ResDam:40(50)
Level 24: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx/Rchg:50(46)
Level 26: Cloak of Darkness -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29), LkGmblr-Def/EndRdx:50(29)
Level 28: Soul Drain -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(31), Erad-Acc/Dmg/EndRdx/Rchg:30(31), Sciroc-Dmg/EndRdx:50(43), Sciroc-Acc/Dmg/EndRdx:50(43)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
Level 32: Soul Transfer -- Dsrnt-I:50(A)
Level 35: Dark Consumption -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(37), M'Strk-Dmg/EndRdx:50(48), M'Strk-Acc/Dmg/EndRdx:50(48)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(50)
Level 41: Touch of Fear -- N'mare-Acc/EndRdx:50(A), N'mare-Acc/Rchg:50(42), N'mare-Acc/Fear/Rchg:50(42)
Level 44: Salt Crystals -- LgcRps-Acc/Sleep:50(A), LgcRps-Acc/Sleep/Rchg:50(45), LgcRps-Acc/Rchg:50(45), LgcRps-EndRdx/Sleep:50(45)
Level 47: Fossilize -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(48)
Level 49: Oppressive Gloom -- Stpfy-EndRdx/Stun:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(34)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(33), EndMod-I:50(33)
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Set Bonus Totals:- 29.13% Defense(Smashing)
- 29.13% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 28.5% Defense(Energy)
- 28.5% Defense(Negative)
- 6% Defense(Psionic)
- 17.56% Defense(Melee)
- 17.25% Defense(Ranged)
- 6% Defense(AoE)
- 9% Max End
- 1.65% Enhancement(Terrorized)
- 4% Enhancement(Sleep)
- 9% Enhancement(Accuracy)
- 22.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 189.75 HP (10.13%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 14.3%
- MezResist(Sleep) 1.65%
- 4% (0.067 End/sec) Recovery
- 50% (3.912 HP/sec) Regeneration
- 5% RunSpeed
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In a similar vein, I would slot True Grit very differently. Slotting the regen/recovery uniques there means you aren't enhancing the HP boost. I'd move the uniques to Health and slot TG with 3-4 Numina and at least one, if not two resistance common so you're getting more resistance enhancement.
I also think Hasten needs another recharge slot, and I'd put another slot or two in Stamina before slotting for those Psi resist bonuses. And why not put another slot in Foot Stomp to get the Oblit melee def bonus? I think that would be a lot more useful in the long run. -
You 6-slotted Combat Jumping?!? I'm sorry, that's just...wrong. No amount of Psi resist is worth that. I sure as heck wouldn't six-slot BA, Tough or Weave either, for that matter.
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Quote:I really think it's a bad idea to underslot high-end powers like Death Shroud and try to make up the difference with Conserve Power. You have Physical Perfection, so if you slot sufficient end reduction you probably won't need CP that much. If you really, really want the second slot in CP, that's fine, but in that case I'd drop the proc in Burst and use the remaining five slots to make sure it's adequately slotted in other ways.My only real concern is with the downtime in CP. It would seem that the quicker CP is up the less end usage problems you would have. And yes cost did factor into some of the choices I made. Trying to make this toon with a reasonable cost factor since I am a somewhat casual gamer who doesnt play the markets so I dont have billions of inf to play around with.
I understand about the cost issue, and there are certainly ways to reduce the cost of this build. One thing that would be a huge cost savings is to replace the two Kinetic Combat sets with Smashing Haymaker. You'll still be above 32% S/L defense, and that change alone will pay for a lot of other IOs. It would certainly more than pay for the extra RA set and the Erad quads--though you only really need the quad in Death Shroud, you can go without it in Burst if the two non-Erad IOs both have some end reduction. EDIT: my recommendation for inexpensive Erad slotting in 5 slots is the Erad Dam, Dam/Rchg and Acc/Dam/Rchg, plus the Dam/End and Acc/Dam/End from Scirocco's Dervish or Multi Strike. SD has a nice 2-slot regen bonus, but Multi Strike is much cheaper.
Other than the KC sets, the LotG set (especially the +Recharge) the Theft of Essence +End and the Rectified Reticle will probably be the most expensive. You may want to plan to use A merits for those. -
The only major problem I see is that your armor toggles are way overslotted for end reduction and underslotted for resistance & defense, and some of your attacks are underslotted for end reduction. Attacks are a much, much bigger factor in endurance problems than normal toggles, and the three main DA armor toggles have a smaller end cost than normal.
Drop the fifth slots from DE and MC, and just use the defense & resistance pieces in all the armor toggles; the end and end/rchg are not needed.
Death Shroud is seriously underslotted for end reduction, you should try to get at least 60%. You won't be able to use a proc with DS unless you six slot it, and be sure to use the Erad Acc/Dam/End/Rchg and the Scirocco's Dervish Dam/End and Acc/Dam/End to get sufficient end reduction.
Burst is also underslotted for end reduction. Burst is not a particularly good candidate for a proc, but if you want to use it again I'd recommend 6-slotting it. Using the HamiO there is kind of pointless, since you really need something with end reduction.
The only thing the Aegis set in Murky Cloud is getting you is F/C def, and that's simply not as important as S/L/E/NE. Remember, one of Dark's weaknessess is Energy damage, so defense to it should be a priority over F/C. Use another RA set there instead.
Is cost the reason you're sticking with Serendipity? Both LotG and GotA have much better bonuses. But if you do keep it, drop the End slot and replace it with Def/Rchg.
Lastly, there's no point in using a single set IO like the Mako's Acc/Dam as anything other than level 50. There's no set bonus to lose, and enhancement value will be higher at 50. And I do think the Mako's quad is a better choice there; you lose a tiny amount of accuracy and gain a significant amount of end red and recharge.
Here's the build with the changes I recommend. I left the Serendipity in, but reslotted it for more defense. I took the 5th slots out of DE and MC and used them to 6-slot DS and Burst so you can use a proc. I took the second recharge out of CP and put it in Focused Burst, which was very underslotted for Accuracy and Damage. Personally, I'd rather have the Thunder Strike E/NE def bonus instead of the recharge bonus, but your call.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
QuietMaster: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Kinetic Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/EndRdx/Rchg:40(7)
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(21), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(7)
Level 4: Body Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(25), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 6: Smashing Blow -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Acc/Dmg/EndRdx:50(11), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Dmg/EndRdx:30(25), C'ngImp-Dmg/Rchg:30(31)
Level 8: Obsidian Shield -- S'fstPrt-ResKB:30(A), S'fstPrt-ResDam/Def+:30(9), TtmC'tng-ResDam/EndRdx:50(9), Aegis-ResDam/EndRdx:50(13)
Level 10: Dark Regeneration -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(33), Dct'dW-Heal/Rchg:50(33), Dct'dW-Heal/EndRdx/Rchg:50(37), Dct'dW-Heal:50(37), Theft-+End%:30(46)
Level 12: Death Shroud -- Erad-Acc/Dmg/Rchg:30(A), Erad-%Dam:30(13), Erad-Dmg/Rchg:30(19), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Dmg/EndRdx:50(46)
Level 14: Cloak of Darkness -- S'dpty-Def/Rchg:40(A), S'dpty-Def:40(15), S'dpty-Def/EndRdx:40(15), S'dpty-Def/EndRdx/Rchg:40(17)
Level 16: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(17), Mocking-Taunt/Rchg/Rng:50(27), Mocking-Taunt/Rng:50(34), Mocking-Rchg:50(43), Mocking-Acc/Rchg:50(50)
Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
Level 20: Boxing -- Empty(A)
Level 22: Power Siphon -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(27), RechRdx-I:50(29), RechRdx-I:50(45)
Level 24: Super Jump -- Empty(A)
Level 26: Oppressive Gloom -- Acc-I:50(A)
Level 28: Tough -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam:40(33), RctvArm-ResDam/EndRdx:40(34), RctvArm-ResDam/EndRdx/Rchg:40(34)
Level 30: Burst -- Erad-%Dam:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(31), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(43), Sciroc-Dmg/EndRdx:50(43), Sciroc-Acc/Dmg/EndRdx:50(46)
Level 32: Soul Transfer -- RechRdx-I:50(A)
Level 35: Focused Burst -- Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(36), Entrpc-Dmg/Rchg:35(36), Entrpc-Dmg/EndRdx/Rchg:35(42), Entrpc-Heal%:35(42), Thundr-Acc/Dmg:50(42)
Level 38: Concentrated Strike -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Dmg/EndRdx/Rchg:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(45)
Level 47: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Def:50(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(50), LkGmblr-Def:50(50)
Level 50: Cardiac Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Call to Justice
Level 0: Endurance Increase
Level 0: Health Increase
Level 0: Movement Increase
Level 0: Regeneration Increase
Level 0: Portal Jockey
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Heal-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(45)
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Set Bonus Totals:- 18.63% Defense(Smashing)
- 18.63% Defense(Lethal)
- 6.125% Defense(Fire)
- 6.125% Defense(Cold)
- 13% Defense(Energy)
- 13% Defense(Negative)
- 3% Defense(Psionic)
- 10.81% Defense(Melee)
- 8% Defense(Ranged)
- 4.563% Defense(AoE)
- 7.65% Max End
- 4% Enhancement(Heal)
- 26% Enhancement(Accuracy)
- 43.75% Enhancement(RechargeTime)
- 238.94 HP (12.75%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.75%
- MezResist(Held) 2.75%
- MezResist(Immobilize) 13.2%
- MezResist(Terrorized) 2.2%
- 1.5% (0.025 End/sec) Recovery
- 54% (4.225 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
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I agree with all CMA's suggestions, especially this one. I would save the GA +def for a build that really needs help to get to the soft-cap, instead of using it for Invul which can soft-cap with relative ease.
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Are you going for typed defense or positional? Right now you have a rather odd mix of sets that don't do much for you, IMO.
What's the deal with taking both Boxing and Kick? Total waste of a power pick, IMO. Take Focused Burst or even SJ instead. And you should definitely take Dark Regen much earlier than level 20.
For your resistance shields, go with Reactive Armor for DE and MC as well as Tough. Imperv Skin takes way too many slots to get to the ED cut-off, and the bonuses aren't that great either. Aegis is a nice set, but F/C def is a low priority compared to S/L/E/NE.
Any particular reason you have one set of Kinetic Combat and one of Smashing Haymaker? KC is by far the better set, *if* you can afford it. You might want to start by slotting SH and replace them with KC when you can afford it.
Drop the Steadfast Def/End; the 1% recovery bonus is not worth the low enhancement value you get for it. The end cost of the DA armor is low anyway, so you could go with the Aegis Res & Res/End or frankenslot with two high-level res/end enhancements.
I'd use Eradication plus another couple of slots for end reduction in Death Shroud. If you use the Erad quad as well you'll get about 60% end reduction.
The Serendipity and Red Fortune set bonuses aren't that useful; I'd use either LotG or Gift of the Ancients depending on how much you want to spend and what set bonuses you prefer. Stick with 4 slots and use the 5th slot for something else.
If you can scare up the slots, there are some good set bonuses for Taunt; look at Mocking Beratement or Perfect Zinger.
Move the Numinas in Soul Transfer to Health, you'll get more benefit out of them there. ST doesn't need more than the base slot.
Personally, I'd get Focused Burst instead of LBE, but in either case I think Thunderstrike is a better set than Shield Breaker for this purpose.
Here's the sort of thing I'd do with your build. 32% is a good place to be for defense if you don't want to spend the influence on soft-capping; this build has over 32% S/L/E/NE defense and I put in enough other S/L def bonuses so you don't need KC sets to get there. The recharge is a little lower than on your build, but you can always add another LotG +recharge in CoD or Weave if you like.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Beastlad: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Kinetic Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(7)
Level 1: Quick Strike -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(13), S'ngH'mkr-Dmg/Rchg:35(19), S'ngH'mkr-Dmg/EndRdx/Rchg:35(21), Mako-Acc/Dmg/EndRdx/Rchg:50(21)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(7)
Level 4: Body Blow -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx/Rchg:35(11), S'ngH'mkr-Dmg/EndRdx:35(23), S'ngH'mkr-Dmg/Rchg:35(23), Mako-Acc/Dmg/EndRdx/Rchg:50(25)
Level 6: Smashing Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(11), C'ngImp-Dmg/EndRdx:50(25), C'ngImp-Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/Rchg:50(31)
Level 8: Obsidian Shield -- Aegis-ResDam/EndRdx:50(A), S'fstPrt-ResDam/Def+:30(9), S'fstPrt-ResKB:30(9), Aegis-ResDam:50(13)
Level 10: Dark Regeneration -- Dct'dW-Heal/EndRdx:50(A), Theft-+End%:30(33), Dct'dW-Heal/EndRdx/Rchg:50(33), Dct'dW-Heal:50(37), Dct'dW-EndRdx/Rchg:50(37), Dct'dW-Heal/Rchg:50(46)
Level 12: Death Shroud -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(19), Erad-Acc/Dmg/EndRdx/Rchg:30(27), Erad-%Dam:30(29), Sciroc-Dmg/EndRdx:50(43), Sciroc-Acc/Dmg/EndRdx:50(46)
Level 14: Cloak of Darkness -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(15), GftotA-Def:40(15), GftotA-Run+:40(17)
Level 16: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(17), Mocking-Taunt/Rchg/Rng:50(37), Mocking-Acc/Rchg:50(40), Mocking-Taunt/Rng:50(40), Mocking-Rchg:50(48)
Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
Level 20: Power Siphon -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(27), RechRdx-I:50(29), RechRdx-I:50(34)
Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def:50(34)
Level 24: Super Jump -- Jump-I:50(A)
Level 26: Oppressive Gloom -- Acc-I:50(A)
Level 28: Burst -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(34), Erad-Dmg/Rchg:30(36), Sciroc-Dmg/EndRdx:50(43), Sciroc-Acc/Dmg/EndRdx:50(43)
Level 30: Boxing -- Acc-I:50(A)
Level 32: Soul Transfer -- RechRdx-I:50(A)
Level 35: Focused Burst -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(36), Thundr-Dmg/Rchg:50(36), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 38: Concentrated Strike -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Dmg/EndRdx/Rchg:50(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(50), RctvArm-ResDam:40(42), RctvArm-ResDam/EndRdx/Rchg:40(45)
Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(45), GftotA-Def:40(48), GftotA-Run+:40(48)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(50)
Level 50: Cardiac Core Boost
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Call to Justice
Level 0: Endurance Increase
Level 0: Health Increase
Level 0: Movement Increase
Level 0: Regeneration Increase
Level 0: Portal Jockey
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(42)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(45), P'Shift-End%:50(50)
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Set Bonus Totals:- 14.88% Defense(Smashing)
- 14.88% Defense(Lethal)
- 6.125% Defense(Fire)
- 6.125% Defense(Cold)
- 15.5% Defense(Energy)
- 15.5% Defense(Negative)
- 3% Defense(Psionic)
- 8.938% Defense(Melee)
- 9.25% Defense(Ranged)
- 4.563% Defense(AoE)
- 9% Max End
- 4% Enhancement(Heal)
- 30% Enhancement(RechargeTime)
- 21% Enhancement(Accuracy)
- 4% FlySpeed
- 147.58 HP (7.875%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 12.1%
- MezResist(Terrorized) 2.2%
- 7.5% (0.125 End/sec) Recovery
- 42% (3.286 HP/sec) Regeneration
- 6.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 24% RunSpeed
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Quote:Looking at your "heavy hitters" chart, it seems that Mace tankers have good reason to love Clobber! (I know I do.) That's a pretty impressive DPA for an attack that's available at level 20.I just updated my guide and added more stats to the GIS section. Seriously, look at some of the DPA numbers bet. GIS & the other heavy hitters. It's pathetic. Hell, there are plenty of handful of T1 tanker attacks that beat GIS: Shadow Punch, Barrage, Scorch, Stone Fist, and Charged Brawl all have higher DPA numbers than GIS!
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While it's nice to add two slots to a KC set if you can, if you're short on slots (and I often am) using the Mako's Bite Acc/Dam/End/Rchg will give you decent enhancement values for all four attributes. Get a high level one, though, since with just one there's no set bonuses to worry about losing.
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Quote:It's 20,000, for the first 15 members of the SG. That gives you a total of 300,000 prestige to start, which is enough to get a starter base with a workshop and enhancement table. (No TPs or Med Bay, however.)Getting the required prestige also isn't very hard if you get a friend to invite your various alts on that server to the SG- that way all of them will be naturally working towards earning your prestige- plus each character that joins gives you a bonus of some amount of prestige (I thought it was 10,000, but can't recall) as long as they stay in the group.
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No replies yet, and it may be because everyone is too stunned to post.
This is a phenomenally expensive build; many, many billions of influence. (The Glad Armor and Shield Wall uniques alone will run you 2 billion each.)
Trying to build up resistance numbers with sets is a mug's game, it takes many expensive IOs for relatively little gain and shuts you out of other, more useful bonuses. In general, trying to plug "holes" like low resistance to certain damage types is much better accomplished with defense rather than resistance bonuses. (That's not possible with typed defense for toxic damage, but toxic is very rare in any case.)
A very important thing to remember is that for typed damage, S/L and E account for something like 75% of all damage. Because of that, by far the best strategy for Electric is to try to build up S/L defense, with E/NE defense as a secondary goal.
Another thing to remember is that because of ED, there is very rarely any point to slotting an armor toggle with more than 4 slots. Look at Weave, for instance, it's slotted to 86% enhancement, but you are only getting a 59% increase out of it due to ED. Since passives like Grounded don't need end reduction and generally have a lower base value, there's rarely a point to putting more than 3 slots in them.
My recommendation is this: forget about PvP IOs and purples for now. Pick up the Steadfast +def and look for S/L defense bonuses instead. If after you get a decent amount of S/L def (32% or 45% is good) you have room for purples and want to slot them for their recharge and other desirable bonuses, go for it.